You direct a blast of bone-shattering force at a single creature or object within range. There must be an unobstructed path between you and the target, or else it strikes what blocks it. The blast inflicts 1d6 damage per caster level (maximum 15d6), and has a good chance of knocking down most targets. The DC of the spell’s knockdown check is 20 + half your caster level (rounded down). In addition, for every 5 full points by which the target misses the knockdown check, it is pushed back 5 feet. If the target cannot be pushed all the way back due to a barrier or obstruction, it is slammed into the barrier; for every 10 feet it should have been pushed past that point, it takes an additional 1d6 points of damage. A successful Reflex save halves the knockdown DC as well as halving the damage from the initial blast, but does not halve the damage from being slammed into a barrier

This spell gives the recipient the ability of low light vision being able to see twice as far as normal vision could conditions of low light. There must still be some light source for this to function.

When this spell is cast you tap into the very essence of magicka that envelops the world. While under the effects of this spell you gain +1 insight bonus, +1 per 3 additional levels (+2 at 4th, +3 at 7th, +4 at 10th, +5 at 13th, +6 at 16th to a maximum of +7 at 19th level) to all spellcraft checks to detect or identify magicka, including the spell check required to counter an opponent’s spell.

With this spell, which must be cast at night, you transform your physical body into sheerest moonlight. In this form, you appear much as you normally do, except that you are transparent and colorless, with the pale blue-white glow of moonbeams. While in this form, you are incorporeal, with all of the appropriate benefits, and you radiate light equivalent to a light spell. You may also fly at a rate of 100 feet per round, with perfect maneuverability. Lastly, you gain SR equal to 12 + your caster level. If you beat the caster’s roll by 10 or more points, you absorb the spell; it is cancelled, and you gain hit points equal to the spell’s level. Hit points gained in this way can take you above your normal maximum; any hit points in excess of your maximum hit point total are lost when the spell expires.

Drawing on the essence of chaos, you weave a ward against magicka around a single target. The recipient of the chaotic ward gains SR equal to 15 + your caster level. However, the chaotic energies present within the ward are inherently unstable. If a chaos magicka spell is cast by the recipient or within 5 feet of the recipient, there is a 5% chance that the chaotic ward will unravel, dispelling the ward and causing a wild surge. There is also a 5% chance of a wild surge when the spell’s duration expires.

This powerful but erratic illusion helps to conceal its recipient from enemies… sometimes. Roll a d20 on the following table when the spell is cast, adding one to the roll for every three of your caster levels (rounded down). At the start of every other round, the recipient’s visibility changes; roll again, with the new result superseding the old.

3 or less: The spell backfires, outlining you with a nimbus of colored light. All opponents that attack you gain a +1 circumstance bonus on to-hit rolls.

4-6: You are visible as normal.

7-10: Your outline shimmers and distorts, making it difficult for others to pin down your location. You gain one-half concealment, giving opponents a 20% chance to miss you.

11-20: You become invisible, as per the spell of that name. If you attack, you become visible, but this does not cancel the spell; you still re-roll your visibility every other round for the duration of the spell.

This spell conjures up a swarm of floating lights that fill a cube 10 feet on a side. These lights spin and dance in a distracting manner; all those within the affected area must make a Will save each round to avoid being dazed for the remainder of the round. Those who make the save are dazzled until the end of the round instead.

At the start of each round, the swarm of lights moves 10 feet in a random direction. Roll 1d8 to determine which direction they move in, as per the Grenadelike Weapons table (PHB, page 38). The lights will flow around most obstructions, but they will stop if confronted by a wall or other solid barrier sufficiently tall and wide as to completely block the path of the whole swarm. The lights vanish if they move beyond the spell’s range.

This spell wreathes you in an aura of crackling electricity that deals damage to those that attack you in melee. The electricity also protects you from electrical attacks, and sheds light equal to a torch. Any creature attacking you with handheld weapon deals damage as normal, but also takes 1d6 hit points of damage +1 hp per caster level of electrical damage. Note: Weapons with 10’ reach or more do not endanger their users in this way. In addition you only take half damage from electrical attacks, and if it allows a saving throw for half damage, you take no damage on a successful save.

This spell imbues a specially prepared banner with the power of the cleric’s deity. The banner sheds a white radiance that illuminates a 60-foot radius area. This radiance has the same effects as a daylight spell with regard to creatures that are adversely affected by sunlight, and dispels any darkness inducing magicka of 4th level or less with which it comes into contact. Allies within the illuminated area gain a +2 sacred bonus to all attack rolls, weapon damage rolls, saving throws and skill checks, while enemies within that area have a –2 sacred penalty to all such rolls. In addition, all allies within line of sight of the banner, no matter how great the distance, gain a +2 morale bonus to saving throws versus fear effects. The spell ends immediately if the banner touches the ground, no matter how much of the duration remains.

When cast upon a flame, this spell opens a connection to the Elemental Plane of Fire. If the fire is larger than 20 feet square, treat a 20-foot square section of it as the target of the spell. Fire-based creatures gain a Fortitude save against the spell. To determine the effect of the spell, roll a d20 on the following table. If you are at least 14th level, you may add or subtract 1 from your roll.

Up to 4: You reverse the flow of energies. The target flame goes out, as do all other flames within 50 feet of it. Everyone within 10 feet of the target takes 2d4 cold damage. If the target of the spell is a fire creature, it takes an additional 2 damage per caster level.

5-8: You fumble the magicka. The target flame goes out, with no other effect. If the target of the spell is a fire creature, it takes 1 damage per caster level.

9-11: A column of brilliant sparks leaps out of the fire. This has the same effects as the fireworks from of a pyrotechnics spell.

12-14: The flames explode outward, with the effect of a fireball spell appropriate to your caster level

15-18: You summon a small fire elemental.

19-20: You summon a salamander.

21+: You summon a medium-sized fire elemental.

Regardless of whether you summon an elemental or a salamander, the creature will always be helpful. The duration of the summons lasts until the creature dies or you dismiss it, or the fire source extinguishes, whichever comes first. In any event, the creature cannot go further than 100' from the fire source, or the conjuration immediately fails.

When cast the cleric or paladin calls upon Odion to imbue his sword with a moment’s worth of holy might in order to smite evil. The caster’s sword (which must be a bastard sword or great sword) glows with a reddish holy light, and its next strike (if within one round of the casting ) is treated as if the priest were using his Smite Evil ability – that is he gains a bonus to his attack roll equal to his Charisma modifier (if positive) and a bonus to damage equal to his priest class level and/or paladin class level (priest and paladin levels stack for the purpose of this spell). All limitations and consequences of the Smite Evil ability apply to the use of this spell as well.

Note: Some clerics and paladins of Solnor have access to this spell as a granted power.

This potent spell disrupts the magickal energies within its sphere. Any spell cast within the affected area causes a wild surge. All priests with access to the Chaos domain, including yourself, can use the disrupted magicka more effectively than most; such priests add their level to their rolls on the wild surge table, in the same fashion as wild mages.

This spell gives the caster the luck and resilience of a cat when it comes to falling. During the spell’s duration the caster only takes subdual damage from any fall between 10 feet and up to 60 feet. The caster take no damage from falls of 10 feet or less. For falls greater than 60 feet the fall is treated as if 10 feet shorter and the damage for the first 10 feet is treated as subdual damage. The caster automatically lands on his feet for any fall of 60 feet or less.

With this spell, the caster can force any shapechanged or polymorphed creature to instantly revert to its true (or most common) form. To use this spell, the caster points at the creature or creatures in range he knows or believes to be shapechangers. If the creatures are indeed shapechangers they must make a Fortitude saving throw or immediately revert to their true form and suffer 3d10 hit points of damage from the wracking pain caused by the forced change. The change takes a full round to complete, and during this time the targets may take not actions, nor move. If the save is successful, the target(s) resist the change, but still take half damage.

Your body sheds a harsh, actinic glare that illuminates a 90-ft. radius area as brightly as full daylight. Creatures that suffer penalties from bright light suffer them in this magickal light. In addition, the light dazzles anyone who looks directly at you, including all attackers. Dazzled creatures suffer a –1 penalty to attack rolls for 1 minute. Any undead creature that successfully strikes you with its body or handheld weapons is damaged by the magickal light, which inflicts 2d4 points of damage +1 point per caster level. This does not apply if the attacker is wielding a weapon with a 10-foot reach or more, such as a lance or glaive. Creatures that take damage from ultraviolet light, such as fungi, oozes and jellies, are similarly affected. Undead that are particularly susceptible to sunlight, such as vampires, take double damage.

As the color spray spell (Player’s Handbook, page 185), but affecting 1d4 creatures per 3 caster levels (rounded down) within a 15-ft. radius. If the number of creatures in the area of effect exceeds this number, those closest to the center of the effect are affected first.

As endure elements, but conquer elements prevents all damage from the chosen element for the spell's duration. Note: Conquer elements overlaps, and does not stack with, defy elements, endure elements, protection from elements and resist elements. If a character is warded with conquer elements and one or more of the other spells, the conquer elements spell absorbs all damage until its duration expires.

As endure elements, except defy elements prevents the first 30 points of damage per round from the chosen element. Note: Defy elements overlaps, and does not stack with, endure elements, protection from elements and resist elements. If a character is warded with protection from elements and one or more of the other spells, the protection absorbs all damage until exhausted. If a character has defy elements and either endure elements or resist elements, damage is blocked solely by defy elements, with no benefit provided by the other two spells.

This spell imbues a small item, like a coin, knife or gem, with the ability to enhance a specific skill. Choose a skill in which you have 5 or more ranks. For the duration of the spell, the bearer of the item gains a +2 competence bonus with the chosen skill.

This spell imbues a small item, like a coin, knife or gem, with the ability to enhance a chosen skill. Choose a skill in which you have 10 or more ranks. For the duration of the spell, the bearer of the charm gains a +4 competence bonus with that skill.

This spell allows you to transform a portion of your own life essence into a spiritual armor, which is visible as an aura of very soft glowing light. This light does not appreciably affect sight or vision. The spirit armor grants you a +6 armor bonus, and a +3 resistance bonus to all saving throws versus spells and spell-like effects that manifest themselves physically (for example, fire, cold, force, etc…). This armor does not hinder movement, effect encumbrance or apply any chance of arcane failure. At the end of the spell’s duration the aura dissipates and you temporarily lose that portion of your life essence. You must make a Fortitude save against DC 15 or temporarily lose 1d4 points of Constitution.

Upon casting this spell you are aware of the presence of poison or explosive gas in the area of effect. You may determine the exact type of gas by making a successful Wisdom check (DC 20) and pulling a rune stone from your bag (priests of Natahn-Ahb or Lehrathonar must create a substitute for the runestone bag, usually with a bag of colored stones), which determines the type of gas present. The spell is blocked by stone of greater than 5 feet or metal of greater than 1 inch in thickness.

Throughout this spell’s duration you must concentrate for a full round to detect the presence of any metals or minerals within the area of effect. This concentration includes adjusting the current range of the spell to check a new area. The presence of any amount of metals or minerals is automatically detected, however a successful Scry check (DC 20) is necessary to determine the exact amount and kind within the area. This spell is not blocked by any amount of stone or metal, but can be blocked by spells or effects that block scrying or anti-magicka zones. Upon concentrating you pick a runestone from your bag and it determines the presence and possibly the type (priests of Natahn-Ahb must create a substitute for the runestone bag, usually with a bag of colored stones).

You ward an area against all forms of teleportation and planar travel. This includes all spells with the Teleportation descriptor, all Calling and Summoning spells, and spells that allow any sort of movement to or congress with other planes, such as plane shift and contact other plane. For the spell's duration, any such spell or effect of 7th level or below will automatically fail. Any such spell or effect of 8th level or higher requires its caster to make a successful Will save in order to circumvent the dimensional wards. When casting this spell, you draw runes of warding around the perimeter of the affected area using the material component; defacing these runes ends the spell.

You enchant a number of arrows or other projectiles to put those they strike to sleep. Anyone who takes damage from an enchanted projectile must make a Will save or go to sleep for 1 minute, as per the spell of that name. Creatures put to sleep by the arrows have strange, disjointed dreams that they cannot remember upon awakening.

Upon casting this spell, you must spread your runestones in a equidistant circle about you on the ground. This spell empowers you to key your senses into the surrounding earth and stone to monitor the conditions of the area. You are able to note anything unusual happening within the area of effect (a spherical volume equal to 30’ per level in radius) through a vague feeling or unease or impending danger. Once the feeling is experienced the priest may attempt to determine the specific cause of the feeling by making a scry check (DC 24 +1 per 30’ (or par thereof) of distance away). If the roll fails you still are aware of the general direction, distance and location of the problem, whatever it may be.

Once the spell is cast you must sit quietly in the same place where the spell was cast. Moving outside of the circle of runestones, partaking in strenuous activity (including the casting of other spells) will disrupt the spell, and taking damage requires a Concentration check at 10 + damage taken to maintain the spell.

Many different things may set off the feeling of unease, digging or sapping in the area, movement of burrowing creatures, spells, magicka or other effects that affect the earth, non-silent movement across the earth, or an impending natural disaster (like a cave-in, earthquake or volcanic activity). It will not sense any movement or activity not directly occurring on stone or earth. Movement on a bridge or wooden scaffolding even if in a cave within the area of effect would not be sensed, for example.

The material components for this spell are your runestones and a handful of earth or stone from the area to be monitored. (Clerics of Natahn-Ahb or another god or Aspect must create a substitute for the runestone bag, usually with a bag of colored stones.)

The casting of this spell includes the careful carving of the ancient dwarven alphabet upon 31 to 48 small smooth stones. The casting of the spell includes carving each of the letters (runes) of the ancient dwarven alphabet upon the stones. Each dwarven priest chooses which personal runes or rarer letters he may choose to include, which means the entire collection can range from as few as 31 to as many as 48 stones. During the day long ceremony the priest may not be interrupted, and he chants softly to himself while carving and holding up the stones in reverence. When all the stones are done the priest says the rune name aloud placing each in the rune bag to complete the spell and create a working set of runestones. This is the last act an acolyte dwarven priest does in his test to become a full rune-thrower.

When you cast this spell, your eyes become huge and golden, like a hawk’s, and radiate a pale yellow light. In addition, a tracery of golden lines in the shape of the udjat, the mystical Eye of Ra, surrounds your left eye. For the duration of the spell, you gain a +1 sacred bonus to all Search, Sense Motive and Spot checks for every 3 paladin levels. In addition, you gain a +2 sacred bonus to your Charisma score.

When you cast this spell, the head of your flail glows with brilliant golden light. This light illuminates a 60-foot radius as brightly as full daylight, and any creatures that suffer penalties in full daylight experience those penalties while they are exposed to it. The flail gains a +4 enhancement bonus to attack and damage rolls (not cumulative with any existing enhancement bonuses), and inflicts +2d6 damage against undead. Creatures that are negatively affected by sunlight, such as fungi and oozes, are affected as are undead. In addition, undead creatures that are especially vulnerable to sunlight, such as vampires, must make a Will save to enter the illuminated area. Lastly, the flail is considered to be blessed for purposes of creatures that are especially vulnerable to blessed weapons. If you release your grip on the flail, the spell ends.

This spell enables you to create a strong efficient fire in a forge or furnace without burning up large amounts of fuel. Only a small bundle of sticks or a single lump of coal is needed to start a sufficient forge fire. Thereafter the fire burns without need of additional fuel for the duration of the spell. The spell only works in a forge or furnace and in no other fire; fire taken from the forge burns as normal fire – but otherwise only Dispel Magic, powerful magicka (such as wish) or total destruction of the forge can put out the fire. No matter what is burned in the forge fire, no harmful gases are ever given off by the fire.

The power and heat of the fire increases with the caster level. So metals with higher melting points can be affected as the priest gains more levels:

You gain an insight bonus equal to your caster level to a Knowledge ability of your choice. This insight comes and goes in a flash, allowing time for but a single Knowledge check (on which you may not take 10 or 20). Among elves this spell is called dreams of Arenhara Arensin, and among dwarves it is called, lore of Lehrathonar.

Another of the spells first granted to the stone dwarven champion, Morduin of Tevesh, this spell causes a large hand of earth and stone to appear from any earthen surface – floor, wall or ceiling – within range. Once created, the hand performs the bidding of the caster for the duration of the spell, but cannot move from where it first appears. Changing the hand’s orders is a move equivalent action and the hand always acts immediately after the priest’s turn in the round. The hand as a reach of 10’ in any direction and has the caster’s Strength score.

The Hand of Morduin can attack once per round having an attack bonus equal to the caster’s base + 8 (for Strength) – 1 (for size). It does 2d6 + 8 hit points of damage and has a Knockdown of d12. It also has the Improved Grab ability, being able to make a grapple attack as a free action whenever successfully attacking, without drawing an attack of opportunity. This only functions on creatures of medium size or smaller. Grabbed opponents may attempt to escape using a successful opposed Strength check. Otherwise the Hand of Morduin does 2d6+8 hit points per round of crushing damage. It can also throw rocks as a stone giant can, if such rocks are within its reach and it is ordered to. The stones have a range increment of 180 feet and deal 2d8+8 hit points of damage.

The Hand of Morduin continues to attempt an ordered task even if the task is accomplished or impossible. If order to attack a foe it will continue to attempt to hit it even if it is out of range or already dead. It will not use its improved grab ability unless directed to and will continue to squeeze until told to do something else. It would continue to attempt to throw rocks even if no rocks were available. The Hand of Morduin has an armor class of 14 (+5 natural –1 size) and has a hardness 8 and a number of hit points equal to twice the caster’s maximum. The hand is magickal and creatures with spell resistance can act as if it is not there.

When cast upon the center point of an area hallowed to your faith, this spell surrounds the hallowed area with an impregnable shining dome of force. Spells cannot penetrate the dome in either direction. Non-sentient creatures and inanimate objects may not pass through the dome in either direction unless carried by a sentient being. Any sentient creature may leave the dome, but those outside may only enter if they are of your faith or if they are expressly invited to enter by someone within. Once an invitation is offered for a particular casting of this spell, it cannot be rescinded. Outside observers cannot see or hear inside the dome unless they are of your faith or have been invited to enter, while those inside may see and hear out.

This spell creates a brilliant ray of scorching heat that slants down from the sky to strike one target of the caster’s choice that is in his view and within range. The victim is allowed a Reflex save to avoid the ray entirely (note since the ray is divinely guided, an attack roll is not required). Any creature struck by the beam sustains 1d4 points of damage per caster level (to a maximum of 5d4). Undead and creatures vulnerable to bright light sustain 1d6 hit points per caster level (to a maximum of 5d6). In addition to sustaining damage, living victims who are struck must make a second Reflex save or be blinded for 1d4 rounds.

This spell creates a 1-foot cube of elemental material. Once created, the created material is completely normal and non-magickal. To determine what is created, roll 1d4 on the following table. You may add or subtract 1 from the roll for every 4 of your caster levels.

1: Air. Created air dissipates immediately unless held in an airtight container. At 3rd level, you may choose to create smoke or air with a specific fragrance.

2: Water. Created water flows away unless contained. At 4th level, you may choose to create an organic liquid such as blood or alcohol instead of water. Note that a 1-foot cube of liquid equals 8 gallons.

3: Earth. At 3rd level, you may choose to create sand or clay; at 5th level, you may create stone.

4: Fire. Created fire dissipates immediately unless created on a flammable surface. If fire is created in a square occupied by a living creature, it must make a Reflex save at DC 15 to avoid catching fire.

Your eyes become wells of swirling color, fascinating any one creature you choose within range that is looking in your direction. If the target fails his Will save he is dazed for as long as you maintain eye contact. Any damage taken by the target allows another save, as does any break in eye contact (such as someone passing between you and the target). If for some reason there is absolutely no way for the caster to view the target or vice versa (such as being blocked by a wall of stone, a darkness spell or blindness) the spell immediately ends.

When this spell is cast the priest smears his face with the blood of a fallen enemy and is filled with the divine fortitude to ignore all pain and persevere. The caster becomes immune to all stunning effects whether normal or magickal, and while he still takes subdual effects as normal, he does not suffer the consequences of the damage until the end of the spell duration. In addition, the character gains a bonus +5 hit points for every five levels or part there of (+5 at 1st through 5th, +10 at 6th through 10th, etc…). These hit points are not treated as temporary hit points and are not the first lost. They are lost upon completion of the spell’s duration. This spell was first prayed for and gained by Ajdabar of Solnor.

This spell saps the vitality of its victim. A creature afflicted by this spell feels extremely weary, as if it had traveled for days without food or rest. The target is considered to be fatigued; it cannot run or charge, and suffers a –2 penalty to Strength and Dexterity. If the target is already fatigued, then it is exhausted; it moves at half normal speed, and suffers a –6 penalty to Strength and Constitution. These penalties go away as normally determined for these conditions.

When this spell is cast the creature touched gains the speed of a shark when swimming in water. The recipient gains a swimming speed of 60 feet (12 boxes), or can move 120 feet (24 boxes) as a full action. In addition, the recipient gains a +1 enhancement bonus to swim checks per four caster levels. (+1 at 4th, +2, at 8th, +3 at 12th, +4 at 16th and finally +5 at 20th).

This spell grants no ability protection against fatigue, nor does it affect the recipients need to breathe.

You press a gemstone to the earth and then to your eyes, infusing yourself with the stone’s power. Your eyes turn to gemstones of the chosen type for the duration of the spell. The benefits you gain from the spell vary depending on the chosen stone. The benefits provided by a number of stones appear below; you may research the uses of other stones in this spell at a temple of Natahn-Ahb, at your DM’s discretion.

Your jeweled eyes may be targeted by a shatter spell.

Malachite: You gain a +4 sacred bonus to Concentration
Turquoise: You gain a +4 sacred bonus to Handle Animal
Bloodstone: You gain a +2 sacred bonus to AC.
Sapphire: You gain a +4 sacred bonus to Diplomacy
Jet: You gain darkvision, as per the spell
Aquamarine: You gain a +4 sacred bonus to Sense Motive.
Black Opal: You gain a +4 sacred bonus to Intimidate skill.
Amethyst: You gain immunity to magic missiles, for the duration of the spell.
Topaz: You gain immunity to fear effects, for the duration of the spell.
White Opal: You gain a +4 sacred bonus on initiative
Peridot: You gain a +4 sacred bonus to Intelligence.
Ruby: You gain a +2 sacred bonus to attack rolls.
Emerald: You gain a +4 sacred bonus to Charisma.
Jacinth: You gain a +4 sacred bonus to Heal skill.
Diamond: You gain a +4 sacred bonus to Wisdom.

You create a number of faintly glowing disks of force, each about a foot in diameter, which spin and whirl around you. One disk appears for every 2 caster levels. These spinning shields attempt to block physical attacks. There is a 10% chance per shield that a shield will block the attack. A blocked attack does no damage to you, but destroys the shield that blocked it. The spinning shields will also automatically block and absorb all incoming magicka missiles directed at you.

This spell reduces the weight of a pile of objects that fill up to a 10’ cube of space by 50%. Once the spell is cast, the objects may be divided up among several people or mounts to be carried. The spell can effect disabled or you fail your Fortitude save against such a spell, your eyes revert to normal, you suffer 1 damage per caster level and you are blinded for 2d4 rounds. This spell has no effect on magickal items, and has no effect on a person’s speed, ability to jump or the use of a weapon or piece of equipment.

As dimension door, except that the destination must be within line of sight, and instead of a single jump at casting time, you may make one jump (one per round as a standard action) during the spell duration for every three caster levels.

This spell lengthens the time that the target may hold their breath. Under normal conditions, a character can hold her breath for a number of rounds equal to their Constitution score. This is doubled if the character is not exerting herself. This amount of time is added to the end of the spell’s duration.

The target of this spell feels a horrible itching sensation all over his or her body. Each round, the target must make a Will save. If successful, the target successfully fights the urge to scratch, and may act normally for that round. If the save is failed, the target drops whatever he or she is holding and spends the whole round scratching; the target may only move at half normal speed, cannot attack with hands, claws, or hand-held weapons, and cannot cast spells with somatic

or material components. Whether or not the target makes his or her save on any given round, he or she must roll to save each round until the spell expires.

Brilliant golden light, bright as a second sun, enfolds you like a cloak. The light can be seen for miles in every direction, even during the day. The light automatically dazzles all creatures within 120 feet as long as they remain within that distance, and anyone within 10 feet who looks directly at you must make a Fortitude save or be blinded for 1d4 rounds. This is true sunlight in every respect, even with respect to creatures that are negatively affected (or even destroyed) by sunlight.

The heavenly light around you grants you a +10 sacred bonus to Charisma and a +5 sacred bonus to AC. Anyone who strikes you unarmed or with melee weapons with less than a 10-foot reach takes fire damage equal to your level. Undead and other creatures especially vulnerable to sunlight take double damage from this effect. You may also set any remotely flammable object afire or heat metal with a successful melee touch attack. Lastly, you may employ the sun’s divine gift to heal living plants, restoring even the weakest and sickliest plant to full health by laying your hands upon it as a full-round action.

When casting this spell the caster chooses a target range, and shoots a small bouncing pellet of flame that bounces along the ground in a straight line towards the target range chosen by the caster. The pellet leaps over any people or obstacles up to ten feet high. When reaching its full range the pellet explodes as the fireball spell, in a 20’ radius, doing 1d6+1 hit points of damage per level (maximum 10d6+10). As the fireball spell, this is 33,000 cubic feet of fire that fills all available space. If the bouncing pellet strikes any obstacle it cannot bounce over it explodes prematurely.

Upon casting this spell, a green glowing meteor about 1 foot in diameter goes flying unerringly to one visible target within the spell’s range, doing 2d20+20 hit points of damage. If the meteor reaches the end of the determined range without striking its intended target it explodes into a number of fragments equal to the amount of damage rolled, spreading out in a 15 foot radius. A number of creatures equal to the number of fragments within the burst radius (starting with the closest) must make a Reflex save or take 5 points of damage. If there are more fragments than there are creatures in the area, the extra fragments just disintegrate when they reach the edge of the radius.

As the daze spell (Player’s Handbook, page 191), but affects a number of humanoid creatures whose combined HD do not exceed the 4d4, and creatures with greater than 5 HD are immune to its effects. Creatures with the lowest HD are affected first. If two or more creatures have the same number of HD, those who are closest to the spell’s point of origin are affected first.

This spell creates a shimmering mirror-like area of air before your face that moves as you do. The effect is transparent to you and you may look through it without penalty. Any gaze attack that you would normally be vulnerable to, simply fails. You do not even need to make a saving throw.

In addition, the effect of the gaze attack is reflected upon the gazing creature, and if it is not immune to its own gaze, must make a save or suffer its effects. This spell does not affect vision or lighting, and is not effective against creatures whose gaze attacks are not a function of their eyes, but of simply being gazed upon, such as a medusa.

By means of this spell, the caster is able to cause a beam of soft, pale light to strike downward from overhead. If cast outside, in the hours of darkness, the beam of light appears to come from the moon itself. This spell cannot be cast outside during daylight hours. The beam of light, if cast inside, cannot be longer than the range of the spell. The light automatically illuminates whatever the caster points at, and can be moved to point at anything else within range (or to dim to near darkness or back) during the spell’s duration as a free action. The moonbeam allows dim visibility up to 30 feet beyond the beam, and twice this for those with low light vision (treat as moonlight for the purposes of hiding/spotting).

The moonbeam, in addition, has all the properties of true moonlight and can induce lycanthropic change on such creatures caught in the beam.

This spell allows the caster to cause a mirror or pool of water to harness the power of Tintagel to view events that have happened in the past. When cast the surface of the object takes on a copperish hue like the light of the moon, and then clears to reveal the event, giving a perfectly clear image of the event that anyone nearby can see, but only the caster may hear the actual sounds. The event must be specific, and the more specific of a description of the event that the caster can give the more likely the spell is to function properly (i.e “Show me the murder of King Halfred.”. The base chance of viewing the event is 75%, modified as follows:

• Add 5% for every point of Wisdom of the caster above 15.

• Add 20% if the caster has successfully used the mirror of Tintagel to observe the same event before.

• Subtract 50% if the event occurred during daylight hours.

• Subtract 25% if the event occurred during the hours of darkness, but before Tintagel rises, or after it set.

• Add 25% if it occurred during the evening of the full moon, the evening before, or the evening after.

• Subtract 25% if it occurred during the evening of the new moon, the evening before or the evening after.

• Add 10% if cast outside with Tintagel in view.

• Add 10% if the above applies and Tintagel is full.

• Subtract 15% if cast indoors or underground.

• Subtract 15% if cast during daylight hours.

Only one of the following three may apply:

• Add 20% if the caster was present for the event.

• Add 10% if the caster was well informed of the event.

* Add 5% if the caster knows minor details about the event but is not well informed.

The caster cannot communicate or otherwise interact with the image. The event must have occurred on the plane of Andurin or one of the layers of Sul, and must have occurred at least 24 hours before the spell is cast.

With this spell, the caster can force any shapechanged or polymorphed creature to instantly revert to its true (or most common) form. To use this spell, the caster points at the creature or creatures in range he knows or believes to be shapechangers. If the creatures are indeed shapechangers, they must make a Fortitude saving throw or immediately revert to their true form and suffer 3d10 hit points of damage from the wracking pain caused by the forced change. The change takes a full round to complete, and during this time the targets may take not actions, nor move. If the save is successful, the target(s) resist the change, but still take half damage.

You call out to the heavens and beams of light from the three moons of Andurin send forth their radiance down from above, harming your foes and healing your allies. All three moons must be visible for wrath of the heavens to work, though you need not see any of them for the spell to function. When you cast the spell, you designate the area of effect. This is where the beams will strike.

Any creature directly within the area of the radiance may make a Reflect save to get out of the way. Enemies caught within the area of effect suffer 12d8 points of cold damage (save for half). Allies are healed for 12d8 points.

Anyone within 15' of the area of effect is still touched by the brilliance of the moons. Enemies in the area of effect suffer 4d8 points of cold damage (no save and resistances DO NOT apply). Allies are healed for 4d8 points of damage. An enemy escaping from the radiance suffers the 4d8 on top of the initial damage unless the enemy uses Evasion (or similar ability) to escape the radiance entirely.

This spell compels one or more living creatures to serve as mounts for the caster and his companions. The spell affects any number of creatures whose total hit dice do not exceed 1 / caster level, and whose Intelligence score is 6 or lower. The creatures must be of a suitable size and strength to carry at least one rider. Each intended mount is allowed a saving throw. Creatures failing become docile and obedient, allowingriders to mount them, and moving at the speed and direction indicated by the caster.

In order to maintain the enchantment, the caster must remain within 30 feet of one of the effected creatures, and all the creatures must remain within 30 feet of each other. The creatures do nothing else for the caster other than carrying riders and gear; they will not fight (although they will fight to defend themselves), nor will they intentionally endanger themselves. If any individual creature takes damage while under the spell’s effect they immediately gain another saving throw, as does an order whose undertaking would endanger their life or well-being. If at any time the caster or any of his companions makes an overtly hostile action to one of the creatures, that individual creature automatically breaks free of the enchantment. When the spell ends the creatures do nothing for one round and then return to whatever natural inclinations they may have.

This spell allows you to transform a portion of your own life essence into a spiritual weapon, which is visible as an aura of very soft glowing light in the shape of any medium or smaller melee weapon you are proficient in. The light from the weapon does not appreciably affect sight or vision, except in absolute darkness in which case it makes the caster visible. The spirit weapon does damage as the weapon type, but gives a +3 enhancement bonus and is considered a ghost touch weapon. You cannot be disarmed while wielding this weapon, but you may cause it to disappear and reappear during the spell’s duration as a free action. At the end of the spell’s duration the spirit weapon dissipates and you temporarily lose that portion of your life essence. You must make a Fortitude Save (DC 15) or take 1d3 points of temporary Constitution damage.

By naming a destination that you have visited at some point, you gain the power to clear obstacles from your path as you travel to that destination. Whenever you touch a door, barricade, or other obstacle, you know instinctively whether or not the obstacle lies upon a route to your destination. As a full-round action, you may touch a door or other portal that blocks your route and undo up to two securing mechanisms upon it as if you had cast a knock spell. Lastly, you gain a +10 sacred bonus to Strength whenever you attempt to open or break down a barrier that blocks your route.